Author Topic: Story progression and supernaturals  (Read 7845 times)

Offline Serenity S.

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Story progression and supernaturals
« on: March 12, 2014, 11:26:39 AM »
Does StoryProgression base mod by Twallan turn sims into supernaturals? Or is some other mod or module needed?

Offline WickedSimmer87

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Re: Story progression and supernaturals
« Reply #1 on: March 12, 2014, 11:37:16 AM »
Im using the mod, but i havent noticed any change in that way, only offspring from supernaturals.

Not sure if there is a addon for that part. Sorry mate :)



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Offline Serenity S.

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Re: Story progression and supernaturals
« Reply #2 on: March 12, 2014, 03:57:03 PM »
Okay, then I'll just have to wait for another reply.

Offline Branr

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Re: Story progression and supernaturals
« Reply #3 on: March 12, 2014, 07:57:07 PM »
There are addons the allow for vampiric turning of normals and replacement of normal younglings (baby, toddler, child) with fairy changelings.

I've never seen SP produce a werewolf or witch except by immigration or by offspring.


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Offline Zyffyr

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Re: Story progression and supernaturals
« Reply #4 on: March 12, 2014, 07:58:28 PM »
There are several options that have effects of that nature.

Sims ->  Town Occult Ratio : the maximum allowed ratio of normal townies to occult types.

Sims -> Immigration -> Chance of Occult : If this is non-zero, sims that move into town have a chance to be occult.

Sims -> Immigration -> Immigrant Occult :  a list of which options are allowed if the above check succeeds.

As you will note, none of those turn existing sims into occult types and only work to modify new sims that it brings in to keep the population up.

If you want existing sims changed, either use Edit in CAS or toss potions at them. I like to stock up on 2 or 3 of each type of potion that I want added to town, head to the park and just toss them at the first sims I see.


Offline Serenity S.

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Re: Story progression and supernaturals
« Reply #5 on: March 28, 2014, 04:39:12 PM »
I tried turning the mod off, but the sims in my town still just stay normal, except the ones I turn. However, when throwing elixirs at people, the mod creates notifications which say they've changed into supernaturals. I think there wouldn't be such notifications if there wasn't a way for this mod to turn people. I tried turning it off (don't know was my way to do it the right way, Nraas - Story Progression -Allow progression - off) or something like that, but still no supernaturals. Making them myself feels like cheating. If I delete the mod, will EA's base story progression restart the supernatural turnings? Or will I have to figure another way out of this mess?

Offline Branr

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Re: Story progression and supernaturals
« Reply #6 on: March 28, 2014, 06:36:49 PM »
Do you use the StoryProgression addons "Vampires and Slayers" and "Fairies and Werewolves"?  Those will add supernatural stories to your games, but require "starter" creatures in you town to allow the rest of your town. What I do is set immigration on and set occult immigrant chance to 100% to "seed" my town with the creatures I want, usually vamps, weres, Fay and witches.


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Offline Serenity S.

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Re: Story progression and supernaturals
« Reply #7 on: March 30, 2014, 05:31:30 AM »
If I delete the mod, will EA's base story progression restart the supernatural turnings?

Does anyone know the answer for this?